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报告翻译问题






Update: 2 Nov @ 2:48pm
-Flipping Xyrian Events Queen Tracking or Servant Hunt will place it under the Xyrian Phase card as intended by the rulebook. This should hopefully discard confusion.
The script does not move the Xyrian Event Servant Hunt and Queen Tracking on its own. For now you're supposed to move it manually. I'll write down a little tweak for that I suppose.
See it says in the white section :
"Place the Queen Tracking part of this card under the Xyrian Phase card. When resolving Xyrian Phase, resolve Queen Tracking aswell."
It stacks. It does not replace it. So if there is a Xyrian on the board, you do the Xyrian Phase as usual.
That cannot be how it works right ? For example Servant Hunt, another Xyrian Event, they're not hunting much if they're not drawing a Xyrian Activation afterwards right ....? They just follow you around and not attacking ?
The script makes it happen upon drawing an Event, since Event happens after Xyrian Phase by default.
Indeed, enemies are not supposed to move if they're currently in combat.
Maybe your health marker was not where it was supposed to be and you were considered dead, or your character was not close enough to a Room tile....Or something else...?
It does work on my end in the expected scenario.
We have Neoflesh+Xyrian and no queen on the board.
During an event, we drew ‘Queen Tracking’, which is the possible event for Xyrian. Normally, as there is no visible queen, this new phase should skip the activation of Xyrian, but it tries to force it, as if the Xyrian card ‘Xyrian Phase’ had not been replaced.
Normally, when this card is drawn during the enemy's event phase, it is divided into two parts. The first part, in white, indicates that a tracking token should be placed in the hybernatorium and resolve a new event (done manually by the players), and then it must replace the Xyrian phase with a modified phase that works according to the presence of the Queen figure on the board (blue partie).
ps : sorry for my bad english
Thank you again for your work. I wanted to let you know that the Xyrian Queen tracking map did not automatically display the white section. Is this a bug or just something that hasn't been implemented yet? (PS: I did not receive an error message.)
Known Issues / Assistance
[...]
8) Moving a player's health marker away from the player board or on the death socket will count this player as "Not playing" for the script.
But anyway i wanted to say that the insider gave no more issues since you did the last changes, the mod is getting better and better!
There is a rather long list of cards to update, I asked for help 2 Months ago. I didn't hear from that person. This list is mostly for the visuals but the UAV Operator deck also get a better wording on its effects.
Visually some were remade from scratch using art from the crowdfunding campaign and the prototype mod then recolored in a similar way to shipped version.
There is one spot where the player has to move objects on his own, but the script doesn't warn the player about those moments. I want players to draw Attack cards themselves, I feel it has more impact. During an Event sequence, the script may resolve all noise markers in a row. Meaning it is possible for a Queen to keep queuing attacks on a player for each activation. But maybe the player died on the 1st attack, the script doesn't check for that. In this rare scenario, the players have to play the missing part on their own.
I did my best to respect the rules it is a good job overall.
Does this mod has the same rules and components as currently shipped game?
I added a toggle button on setup for that.
The script checks the player board owning this "Character" Exploring Drone, to see if they are Entangled from a Xyrian.
The function used to check such tag, called because of xyrians in this instance, also checks if the "Character" being hovered is actually the Insider, and if it is we fetch the Insider Card reference to see if it's 'Active', or not. If 'Active' we check if she's friendly or not.
While the conditions allowing such functions to run are set at setup, the script fail to fetches the Insider Card data since it is still in the bag as long as the game didn't start.
Such obscure scenarios unrelated to a basic proper setup are not and will never be tested by me. But I will fix the ones that get reported.
I forgot to also mention, but this is like nothing related to gameplay, but when we are in the room to click things like "enable contractors" or "setup"
Having "Insider Enabled" causes the same error i wrote below but with different values when hovering the "Exploring Drone" little standee
"Error in Script (Global) function <onObjectDrop>:chunk_4:(21271,3-69): attempt to index a nil value"
I don't have a guide for Insider expansion, the whole thing is quite a big, I kept doing it and still doing it on the fly. Hopefully everyone manages to understand how this kinda works.
Or else you get awkward situations, and they have to roll back in time, probably leading to errors aswell if they mess up the cards too.
The only time I didn't do it that way was for the errr... Decontamination insider Story. Because it only adds one card Contamination , which is easy to fix for any player that knows how to pick up a card.
I don't think any player should gain Contamination, just the player taking the drug, it makes more sense in the story.
Getting "nil" value means it didn't return anything instead of a list of tags, which is impossible if the object is valid. It should at least return an empty list if it doesn't have tags.
Meaning the insider story that should be active (with the GUID saved) has lost its reference or its GUID changed for some reason, it can happen rarely with deck manipulation. The more likely scenario is the card being shoved in a bag/deck or deleted. I suppose I should warn the player if the script is expecting an insider card to be active. I will also erase the insider Story GUID whenever a story is stating "Remove insider from the game", that should help eager players that would remove the card in those cases, but yeah my initial plan was for players to not touch the insider cards except for flipping and clicking those "Go to #X" buttons.
This is the error that gets spammed when we try to grab any miniature
Bring me that red text next time, might do the trick.
And yea we probably broke everything later by deleting the card once.
It was just weird that when going back with ctrl-z it still broke it (the card was back) but i will let you know just in case ^^